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Sunday, January 19, 2014

Mostly a random assortment of new ship. Several from old republic times. Not really sure how to handle a thousand year tech gap given the rules, so i just kind of said "eh" and didn't bother thinking about it much.
anyway... enjoy some new stuff.

Sunday, January 12, 2014

So I came across the Cardan Space stations. I liked them a lot right away. I started to stat them out and began to see even more potential for this Kuat Drive yards station.
Now, my version of this station may not be Cannon (I decided to take some creative license on this one) but I hope you like what I did with it.

After looking at the images of the station for a while I decided that the station looked like it was built in a very modular way (take a look at the images of the station and you'll see what I mean). So I thought I would work that in to my interpretation of the station.
The result (i hope) is a station that could be a groups first major HQ and grow with the, or just be the kind of station that pops up everywhere the empire goes and is a handy 'familiar' face for the GM and or the party.

Personnel Quarters/Cabin
Pretty much exactly what it sounds like, this is just a way to add some extra crew capacity or Passenger capacity to your ship at the cost of cargo space. It isn't glamorous but it can be a nice option to have.

Droid Automated Firing System
THIS on the other hand is Glamorous as all get out. Not enough crew to man the guns? Want to focus on flying your starfighter instead of shooting the enemy? Put a droid in charge of the guns :)
Who doesn't enjoy some hands free destruction?

Saturday, January 11, 2014

So, I have not seen anywhere in the core rule book where the
ship’s crew complement or Passenger capacity are defined in any way whatsoever.
We are left to make assumptions about what they mean. So, here are my
assumptions about what they mean.

Rule of Thumb: Crew
(Ships Complement) are assumed to have a place to sleep and are ‘permanent’
occupants of the vessel. Crew quarters may be somewhat lavish depending on the
nature of the vessel or they may be shared quarters with little more than a bed
for low ranking military crewmen. Crew do NOT count against Passenger capacity.

Rule of Thumb:
The minimum Crew required to operate a vehicle is usually smaller (no fewer than 1) than
the number listed in the ship’s Crew/Ship’s Complement entry. Even
starfighters that have an additional gunner or two such as the ARC-170 could be
flown by just a single individual pilot if necessary. For larger ships
this number can be dramatically different but represents only a skeleton crew
that operates the ship at its minimum capacity.

Rule of Thumb: Passenger
capacity represents the number of non-crew individuals who can be comfortably
(relatively) put up for an extended period of time. I like to think of
Passenger capacity as being the number of extra Beds available on the ship, but
the facilities could be anything from an extra bed to a lavish state room
depending on the nature of the vessel.

On Ships that are small, Such as a land speeder or Starfighter, Passenger Capacity is more accurately represented as simply an extra Seat or compartment to carry an individual rather than a place with a bed, but the same general functionality of the rules apply (with GM discretion).

What do these rules of thumb mean?

A YT-1300 has a Ships Complement of one pilot and one
co-pilot/engineer (a crew of 2) as well as a Passenger capacity of 6. This rule
of thumb means that a YT-1300 can fly around with 8 people on it without much
issue. After 8 though, its standing room only for anyone else who climbs on
board.

Another nice benefit of using these rules of thumb regarding
crew and passenger capacity is that you can essentially treat any unused crew
capacity as passenger capacity or vice versa. The two terms become virtually interchangeable,
however I usually think that a crew quarters would be much less lavish than a
passenger cabin on most ships.

Saturday, January 4, 2014

Sublight Productions Corporation, Makers of the FANTASTIC ARC-170, also made some other stuff... here is some of that other stuff.C-73 Tracker Starfighter (older and less awesome than the z-95)read a bit more about it, check it out on Wookieepedia HERENovaSword Space Superiority Fighter (looks nice)read a bit more about it, check it out on Wookieepedia HERETL-118 StarHammer (fights at the top of its weight level for sure)read a bit more about it, check it out on Wookieepedia HERE

I think variety is the spice of life. In a universe like the one presented in starwars, there are a plethora of weapons systems available. I wanted to help represent more of those possible systems within the Edge of the Empire framework. So to complement my universal launchers I created many different kinds of ammunition, as well as added some new ammo types for standard slugthrowers. Not only do I think this will help spice things up in general, but mechanically it's nice to add some more distinction between standard energy weapons and their more 'primitive' slugthrower counterparts.

Thursday, January 2, 2014

Here are a couple more examples.YV-666 Light Freighter. (lots of people like the look of this one, but I was never a big fan.. hmm.)read a bit more about it, check it out on Wookieepedia HEREYV-929 Armed Transportread a bit more about it, check it out on Wookieepedia HERE